











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 37 / 16% |
Size | medium |
Lifes / Deaths | Killed by Zubylrabeth the stone troll at level 37 on the 72nd Haze 123rd year of Ascendancy at 23:19 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 68 (base 60) |
Dexterity | 83 (base 60) |
Constitution | 24 (base 10) |
Magic | 19 (base 11) |
Willpower | 58 (base 21) |
Cunning | 66 (base 21) |
Resources
Life | -159/1000 |
Stamina | 244/382 |
Equilibrium | 34 |
Healing Factor | 1.5172674059366 |
Regeneration | 37.531971640969 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 42.213032150508 |
See Invisible | 45.213032150508 |
Offense: Mainhand
Damage | 119 |
Accuracy | 56 |
Crit Chance | 61% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 99 |
Accuracy | 56 |
Crit Chance | 61% |
APR | 48 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +18% |
Nature | +6% |
Physical | +25% |
Mind | +39% |
All | 0% |
Offense: Damage Penetration
Darkness | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 34 (52.978887444459%) |
Defense | 91 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 34 |
Mental Save | 47 |
Defense: Resistances
Physical | + 24%( 70%) |
Lightning | + 30%( 70%) |
Cold | + 15%( 70%) |
Temporal | + 30%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 18%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 88% |
Confusion Resistance | 68% |
Disarm Resistance | 0% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.60 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Battle tactics | 1.60 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.80 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Yvylaith the orc master assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Belema the patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 557. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Glareward the pair of iron boots (30 def, 3 armour) =lite+3= 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +15% physical ----- def ----- Armour +3 Defense +30 (+6 eff.) Fatigue +2% Phys.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Aeriregohek the Cloudmaim =con+4= 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Dex +5 Wil +4 Con dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Dmg.mod +18% lightning ----- def ----- Resists +12% lightning ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() hardened leather gloves 'Balythel' (0 def, 2 armour) =stam+1/t;critshrug= 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Cun +4 Wil ----- def ----- Armour +2 Resists +12% blight Crit.chn- 10.00% HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +24.00 Infravis +2 See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Zerikor the ash totem of summon tentacle [power 170] (12/21 cooldown) =main-t2= 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Crit.chn- 15.00% Heal.mod +20% Confus- +20% Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 410 Base Damage: 170 Armor: 12 All Resist: 6 Puts all charms on 21 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +14 Cun +15 Wil dps ---------- Mind.pwr +22 (+8 eff.) Acc +9 (+3 eff.) Apr +15 ----- def ----- Armour +2 Defense +23 (+4 eff.) Resists +6% lightning +12% temporal +5% arcane Spell.save +3 (+1 eff.) HP.reg +4.00 Stun/Frz- +30% Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +27% mind Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +11% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() stralite dagger of crippling (30-39 power, 9 apr) =crip= 1.0 T4 dagger 1H weapon [Ego+] Master Power 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
Around waist | ![]() Mighty Girdle =main-t1= 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() stralite dagger of projection (28-37 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego+] Psionic Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Cloak | ![]() Hathostir (2 def, 0 armour) =procs= 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Dmg.mod +3% mind +3% acid On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce armor by 25% ----- def ----- Defense +2 (+0 eff.) Resists +6% temporal +3% fire Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Arydig the drakeskin leather armour (28 def, 17 armour) =main-t5= 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +8 Mag +4 Wil +10 Cun dps ---------- Phys.crit +6.0% Crit.mult +35.00% Phys.pwr +8 (+2 eff.) Spell.pwr +15 (+7 eff.) Dmg.mod +9% mind Melee Ret 4 blight ----- def ----- Armour +17 Defense +28 (+5 eff.) Fatigue +8% Max.HP +80.00 HP.reg +10.00 Heal.mod +20% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -625 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1249 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -495 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 989 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -644 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1287 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 926% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 6 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +16% mind Confus- +26% Amulets make your neck look great! |
![]() Aryruigrim the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% ----- def ----- Defense +20 (+4 eff.) Resists +22% mind +6% acid Spell.save +9 (+4 eff.) Confus- +23% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +2 Cun +4 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +15% cold Res.pen +25% mind Melee Ret 6 cold ----- def ----- Resists +19% temporal Pinning- +35% Knockbk- +38% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +15% temporal Pinning- +31% Knockbk- +33% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Dex +5 Mag +3 Wil +5 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Mind.save +7 (+3 eff.) Confus- +27% ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.64 cold and 19.55 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +26% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+1 eff.) Phys.save +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Max.HP +52.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
![]() gold onyx ring 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +20% cold Acc +23 (+6 eff.) Apr +22 ----- def ----- Defense +24 (+4 eff.) Resists +28% cold Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +4% all Rings make your fingers look great! |
![]() gold ring 'Emina' 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +5 Wil +6 Cun dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Crit.chn- 15.00% ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() gold ring 'Xariath' 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Mag dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +5% arcane +7% physical Crit.chn- 15.00% Spell.save +15 (+7 eff.) Silence- +20% ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+16 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
![]() NOTE: enhance++ Huzilablek the steel greatmaul (28-41 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 16 While equipped: Stats +7 Str +10 Dex +10 Mag +10 Wil +10 Cun +11 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +6% physical Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 Massive two-handed mauls. |
![]() enhanced steel dagger (12-16 power, 6 apr) =enhance= 1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +3 Mag +5 Wil +3 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() Skypunish the dwarven-steel dagger (16-21 power, 7 apr) 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% lightning Res.pen +10% temporal ----- def ----- Resists +6% temporal Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() NOTE: enhance enhanced dwarven-steel dagger of massacre (28-37 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +6 Mag +4 Wil +6 Cun +5 Con Sharp, short and deadly. |
![]() balanced stralite dagger of crippling (30-38 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego+] Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Acc +13 (+4 eff.) ----- def ----- Defense +13 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
![]() blazebringer's stralite dagger of evisceration (30-38 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +29 fire On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) All.spd +5% Res.pen +15% fire Sharp, short and deadly. |
![]() truestriking stralite dagger of shearing (29-38 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego++] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +6% all Acc +17 (+5 eff.) Apr +19 Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +6% blight +11% darkness +11% mind +9% all Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+8 eff.) Max.HP +48.00 HP.reg +1.70 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe 'Corpsepall' (8 def, 3 armour) 2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Acc +10 (+3 eff.) Melee Ret 4 nature ----- def ----- Armour +3 Defense +8 (+1 eff.) Resists +9% all Phys.save +18 (+7 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cured leather armour 'Yvudathra' (6 def, 4 armour) 9.0 T2 light armor [Random Unique] Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +39% lightning +18% acid Phys.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +20.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) ---------- misc Size +2 A belt that goes around your waist. |
![]() marshal's cashmere cloak of mindcraft (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +7% ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+2 eff.) Max.HP +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Str +6 Con dps ---------- Dmg.mod +6% physical Res.pen +5% darkness Acc +15 (+4 eff.) Apr +3 ----- def ----- Armour +3 Resists +3% mind +9% darkness ---------- misc Size +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +21% acid +18% physical Res.pen +10% acid ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +3% Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() hardened leather gloves 'Jetpunish' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +21% lightning Res.pen +15% acid Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +2 Resists +7% lightning +9% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring hardened leather gloves of the juggernaut (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Phys.save +15 (+6 eff.) Spell.save +16 (+7 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Sootslice the iron gauntlets (0 def, 1 armour) =stam+3/t= 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% darkness Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Eilinynne the dwarven-steel gauntlets (0 def, 2 armour) =disarm-34%= 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +15% arcane Acc +6 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +5 (+2 eff.) HP.reg +1.00 Disarm- +34% ---------- misc Stam/turn +0.70 Max.stam +14.00 Max.hate +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets 'Xiyama' (0 def, 2 armour) =disarm-37%;healmod= 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +15% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% light Phys.save +7 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +7 (+3 eff.) Heal.mod +20% Disarm- +37% Pinning- +20% Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +11% Mind.crit +10% Crit.mult +10.00% ----- def ----- Armour +7 Fatigue +5% Mind.save +11 (+4 eff.) Max.HP +59.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather cap 'Islutha' (0 def, 5 armour) =stam+1/t= 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 10 acid ----- def ----- Armour +5 Fatigue +1% Resists +3% physical ---------- misc Stam/turn +1.00 Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() defender's hardened leather cap of the depths (5 def, 8 armour) =water= 2.0 T3 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +3% all +14% cold Phys.save +7 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(115 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() Velimivea the Shinegrit 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +3% light Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Resists +20% light Mind.save +11 (+4 eff.) ---------- misc Light +7 See.Stealth +17 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% cold ----- def ----- Armour +4 Resists +15% mind Phys.save +6 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% mind Heal.mod +5% Blind- +20% Disease- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
![]() Bethigavena the Mucusminister [power 122] (12/13 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +10 (+2 eff.) Resists +12% acid +3% physical +6% cold Max.HP +80.00 Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() Beathad the ash totem of stinging [power 200] (12/13 cooldown) =con+3= 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +20.00% ----- def ----- Resists +5% arcane +12% acid ---------- misc Hate/m.crit +3.00 Sting an enemy dealing 212 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Boriromirek the Prismworth [power 182] (12/13 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% light Acc +25 (+7 eff.) Melee Ret 4 mind ----- def ----- Phys.save +6 (+3 eff.) Die.at -80.00 life Sting an enemy dealing 193 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature +21% cold Res.pen +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +15% cold Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 60% Puts all charms on 17 cooldown 100% to heal for 66. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Pochero the Cornac Marauder level 36
57th Haze 123rd year of Ascendancy at 16:54 see stats
By Pochero the Cornac Marauder level 25
25th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Pochero the Cornac Marauder level 36
56th Haze 123rd year of Ascendancy at 02:50 see stats
By Pochero the Cornac Marauder level 30
8th Haze 123rd year of Ascendancy at 11:57 see stats
By Pochero the Cornac Marauder level 8
1st Summertide 122nd year of Ascendancy at 10:38 see stats
By Pochero the Cornac Marauder level 23
16th Regrowth 123rd year of Ascendancy at 16:10 see stats
By Pochero the Cornac Marauder level 31
24th Haze 123rd year of Ascendancy at 12:06 see stats
By Pochero the Cornac Marauder level 29
21st Dusk 123rd year of Ascendancy at 21:50 see stats
By Pochero the Cornac Marauder level 25
25th Regrowth 123rd year of Ascendancy at 09:39 see stats
By Pochero the Cornac Marauder level 10
10th Flare 122nd year of Ascendancy at 07:38 see stats
By Pochero the Cornac Marauder level 20
65th Haze 122nd year of Ascendancy at 14:48 see stats
By Pochero the Cornac Marauder level 30
22nd Dusk 123rd year of Ascendancy at 11:22 see stats
By Pochero the Cornac Marauder level 26
64th Regrowth 123rd year of Ascendancy at 16:16 see stats
By Pochero the Cornac Marauder level 35
54th Haze 123rd year of Ascendancy at 22:38 see stats
By Pochero the Cornac Marauder level 25
25th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Pochero the Cornac Marauder level 7
78th Pyre 122nd year of Ascendancy at 20:01 see stats
By Pochero the Cornac Marauder level 25
25th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Pochero the Cornac Marauder level 15
20th Haze 122nd year of Ascendancy at 03:08 see stats
By Pochero the Cornac Marauder level 29
14th Dusk 123rd year of Ascendancy at 17:54 see stats
By Pochero the Cornac Marauder level 28
67th Pyre 123rd year of Ascendancy at 09:12 see stats
By Pochero the Cornac Marauder level 19
60th Haze 122nd year of Ascendancy at 11:19 see stats
By Pochero the Cornac Marauder level 35
55th Haze 123rd year of Ascendancy at 12:20 see stats
Log
Zubylrabeth the stone troll casts Temporal Bolt.
Zubylrabeth the stone troll hits Pochero for (35 antimagic), 102 temporal (102 total damage).
Gunymas, the lone alchemist is dead, quest failed!
Quest 'Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)' is failed! (Press 'j' to see the quest log)
Pochero is recovering from the damage!
The teleport fizzles!
Restless Night from Xeriwen the stone troll hits Pochero for 17 mind damage.
Zubylrabeth the stone troll's spatial tether hits Pochero for (35 antimagic), 48 temporal, 74 physical, (35 antimagic), 48 temporal, 74 physical (244 total damage).
Zubylrabeth the stone troll hits Pochero for (35 antimagic), 67 temporal, 94 physical (161 total damage).
Patchwork troll rushes out!
Patchwork troll misses Pochero.
You feel a surge of power as a powerful creature falls nearby.
Xeraba the forest troll's morale has been lowered.
Zubylrabeth the stone troll's Temporal Bolt hits Patchwork troll for 321 temporal damage.
Pochero uses Infusion: Healing.
Pochero slows down.
Pochero receives 313 healing from Infusion: Healing.
Zubylrabeth the stone troll retunes the fabric of spacetime.
The teleport fizzles!
Zubylrabeth the stone troll's Temporal Bolt hits Patchwork troll for 337 temporal damage.
Zubylrabeth the stone troll hits Pochero for (35 antimagic), 67 temporal, 94 physical (161 total damage).
Zubylrabeth the stone troll's spatial tether hits Pochero for (35 antimagic), 47 temporal, 74 physical, (35 antimagic), 47 temporal, 74 physical (242 total damage).
Zubylrabeth the stone troll casts Warp Mine Toward.
The teleport fizzles!
Restless Night from Xeriwen the stone troll hits Pochero for 34 mind damage.
Zubylrabeth the stone troll's spatial tether hits Pochero for (35 antimagic), 48 temporal, 74 physical (122 total damage).
Zubylrabeth the stone troll hits Pochero for (35 antimagic), 67 temporal, 94 physical (161 total damage).
Pochero the level 37 cornac marauder was eviscerated to death by Zubylrabeth the stone troll on level 2 of Lost Dwarven Kingdom of Reknor.
Pochero no longer revels in blood quite so much.